in reply to Scott W.: > > > >I don't agree here. Multiple experience models would cause way too > >much chaos. The experience model must be hardcoded > >and identical on all servers. Maps have to be designed after that > >*one* experience model. Players should also be able to get used > >to one model. > > Why does map design care about exp model? Maps *contain* experience. So how much exp should I add on my new "Great Dragon of Chaos"? 1 million or 20 million? - Depends on how much the experience is worth in the model of course. If a level 100 player gains 3 levels for killing it, that was too much. But if a level 60 player gains only 1 level that might be okay. > [...] The exp model would only seem to enter a map > design if the map design expects a player to be gaining levels at > particular points during the map. [...] That is of minor importance. Generally maps shouldn't contain sudden severe changes of difficulty. Most maps follow that rule. Andreas